Elysian Air Units |
Tactica
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Post subject: Elysian Air Units Posted: Wed Mar 29, 2006 4:44 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Quote (Honda @ 29 Mar. 2006 (08:31)) | So, looking at the next few days and all the stuff going on, it will be more realistic to expect my first throw down by Monday (4/3). | Take your time honda.
If other pressing issues take precidence - I understand.
Cheers,
_________________ Rob
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Honda
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Post subject: Elysian Air Units Posted: Sat Apr 01, 2006 3:02 am |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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Ok, the barn door opens and the animals escape...
LIGHTNING FIGHTER 2 aircraft @ 175 Weapon Range Firepower Long Autocannon 30cm AP5+/AT6+/AA6+ FF 2 x Lascannons 30cm AT5+/AA5+ FF Hellstrike missiles 45cm AT4+ ? ? ? ? ? ? ? ? ? FF
LIGHTNING STRIKE FIGHTER 2 aircraft @ 225 Weapon Range Firepower 2 x Lascannons 30cm AT5+/AA5+ FF 2 x Hellstrike missiles 45cm AT4+ ? ? ? ? ? ? ? ? ? FF
MARAUDER DESTROYER 2 aircraft @ 375 Weapon Range Firepower 3 x Twin Autocannons ? ? ? ? 30cm ? ? ?AP4+/AT5+ ? ? ? ? ?FF Twin Heavy Bolters ? ? ? ? ? ? 15cm ? ? ?AA5+ ? ? ? ? ? ? ? ? ?FF 2 x Assault Cannons 15cm AA5+ ? ? ? ? ? ?FR 4 x Hellstrike missiles 45cm AT4+ ? ? ? ? ? ? ? ? ? FF
Ok, I know there will be some questions. ?
1. Why these three aircraft?
a) These aircraft have not been addressed in a list yet, so we have some flexibility
b) After discussing with some "higher ups" this direction was given a nod to explore
2. How did you come up with these values?
a) I took a stab at the costs based on gut feeling. I'm looking for validation and reasons for either up or down.
b) Given the assumed fluff pecking order of aircraft (i.e. Eldar/Tau/IG/Ork in descending order), I opted to stay away from AA4+, believing that is Eldar territory, so I opted for weight of shot.
I know that Tau usually have a lot of shots on their aircraft and IG not that many, but I was also trying to balance the fact that the aircraft are an important part of the Elysian "punch", lacking all the other big goodies other lists have. Please refer to earlier posts as to what we don't have access to in order to gain access to these aircraft.
My general impression is that they are strong, but not overly so. The Lightnings and Marauder Destroyer have a 6+ save, the Marauder Destroyer has DC2. The Hellstrikes on all aircraft are intended to mitigate against some flak, not all.
So, let the discussion begin.
_________________ Honda
"Remember Taros? We do"
- 23rd Elysian Drop Regiment
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Cosmic Serpent
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Post subject: Elysian Air Units Posted: Sat Apr 01, 2006 4:48 am |
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Joined: Tue Mar 07, 2006 2:56 am Posts: 137 Location: Chicago
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Question - should the Lightings have 2 x Lascannon or a single twin linked lascannon? I thought it was a single linked twin lascannon? Also, what is the number of hellstrike missiles on the normal Lighting - 2 x?
I think it is a good first run - but one question. Why would you ever take a Lightning Strike versus the normal Lightning? I believe the normal lightning is supposed to be 2 x Hellstrikes, which in that case - it has a long AC and is cheaper? Doesn't makes sense - but besides that, lets give it a go.
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Honda
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Post subject: Elysian Air Units Posted: Sat Apr 01, 2006 1:50 pm |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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Question - should the Lightings have 2 x Lascannon or a single twin linked lascannon? ?I thought it was a single linked twin lascannon? ?Also, what is the number of hellstrike missiles on the normal Lighting - 2 x?
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Ok, here we go...
I know that the lascannons are twin-linked, but from my digging around, "twin-linked" lascannons yield a 4+ on the ground and in if we were going to be consistent, then that would yield a value of AA4+. Well, AA4+ is perceived to be the realm of the Eldar. So, I opted to de-link the lascannons to give more 5+ shots. It's just one way to balance the equation as I felt that one AA5+ shot was too ineffective and more along the lines of what you would expect for an Ork aircraft. These won't be that cheap.
So, I am taking "artistic" license with the aircraft stats in IA3 to tone them down. I was counseled that would be a good way to approach this issue as the existing stats just aren't acceptable (even by the authors own statement).
Also, I was able to confirm that at some point in the not too distant future, a review of aircraft stats will be undertaken and values will be adjusted. The overall goal is to add consistency across the races.
Now as that pertains to "these" aircraft, I want to put something out there that doesn't immediately cause a red flare to go up, but still gives us something interesting to work with.
So, I think the individual loadouts are probably in the "acceptable" band (we'll see). Where we have some flexibility and room to maneuver is in formation size (per TRC). I don't have any qualms at all in bumping the formation sizes up if we feel that is warranted.
I think it is a good first run - but one question. ?Why would you ever take a Lightning Strike versus the normal Lightning? ?I believe the normal lightning is supposed to be 2 x Hellstrikes, which in that case - it has a long AC and is cheaper? ?Doesn't makes sense - but besides that, lets give it a go.
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The Lightining Strike vs. Lightning question is a good one to bring up. FW has gone to the effort of creating and naming two different aircraft. Admittedly, the name difference is insignificant, but their roles (per fluff) are intended to be different.
So, that means that there should be an air superiority version and a strike version. That is what I would like to see come out of all this.
As the first cut, the reason you would take Lighting Strikes are for the extra Hellstrike attacks (they are doubled), whereas the standard Lighting has more AA attacks, again to support a specific role.
After it's all said and done, we may just end up with one version of the Lightning and two different weapon loadouts, but given that I would expect the costs to be different, I feel justified in having a second unit description.
This is in the early stages. I plan on taking these (or at least the versions we settle on by the end of the week) in a game soon.
_________________
Honda
"Remember Taros? We do"
- 23rd Elysian Drop Regiment
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Cosmic Serpent
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Post subject: Elysian Air Units Posted: Sat Apr 01, 2006 9:18 pm |
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Joined: Tue Mar 07, 2006 2:56 am Posts: 137 Location: Chicago
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Can't say I like it - as I think we're going against precedence again, but I also see where you're coming from.
Hmmmm.......needs more thinking.
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ortron
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Post subject: Elysian Air Units Posted: Sun Apr 02, 2006 5:39 am |
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Joined: Sun Aug 07, 2005 1:48 pm Posts: 681 Location: Australia
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As I stated earlier, I'd get rid of weapons that aren't actually shown on the model. Just makes justification easier. Then everything is WYSIWYG.
It would help tone down the power of some craft.
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Cosmic Serpent
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Post subject: Elysian Air Units Posted: Sun Apr 02, 2006 7:45 am |
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Joined: Tue Mar 07, 2006 2:56 am Posts: 137 Location: Chicago
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Well, I know this is going to go against what people might think - but as I said in the Sentinel thread, if you're going to start adding things to the game - use the vehicles as they are supposed to be.
What I mean by that is IA clearly defines what weapons all the aircraft have, and all weapons found on said aircraft have stats. Shouldn't be any issue in putting the aircraft in, as Forgeworld has done.
Now on the power question - I'm much more for increasing the points if people feel they are that deadly. On the flip side, keep in mind Elysians have no heavy tanks, titans or other really big guns that other armies do. So knowing that, would people complain that much if our big guns were in our aircraft? Even that being said, it isn't so much big guns - none of the aircraft have anything huge on them, but they do have a good number of weapons.
These are just my thoughts - and I know people probably won't like them?
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Tactica
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Post subject: Elysian Air Units Posted: Sun Apr 02, 2006 7:45 am |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Honda,
Looking good honda...
3 comments:
1. "LONG" autocannon should be 45cm range - otherwise, elimate the 'long' from the name.
2. Lightning Lascannons - 2 shots at 5+ is statistically better than 1 shot at 4+. Therefore, I would make the lascannons what they are, twin linked and single shot at 4+. You are then erroring on the side of caution.
3. Maurader Assault cannon would be better served from model if you said Rear Arc (180) instead of FR (90).
Good stuff Honda,
Cheers,
_________________ Rob
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Legion 4
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Post subject: Elysian Air Units Posted: Mon Apr 03, 2006 12:30 am |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36949 Location: Ohio - USA
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Yes, some good work, there, Boyz !
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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Honda
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Post subject: Elysian Air Units Posted: Mon Apr 03, 2006 1:35 pm |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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Round Two...
@Cosmic Serpent
Well, I know this is going to go against what people might think - but as I said in the Sentinel thread, if you're going to start adding things to the game - use the vehicles as they are supposed to be.
What I mean by that is IA clearly defines what weapons all the aircraft have, and all weapons found on said aircraft have stats. ?Shouldn't be any issue in putting the aircraft in, as Forgeworld has done.
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Fair enough comments. I think what I am doing is "taking" away things, not adding things. I am purposely weakening some of the weapon systems because of a direction that all aircraft will be heading in the future.
Note: I have not added new weapons to the aircraft.
Now on the power question - I'm much more for increasing the points if people feel they are that deadly. ?On the flip side, keep in mind Elysians have no heavy tanks, titans or other really big guns that other armies do. ?So knowing that, would people complain that much if our big guns were in our aircraft? ?Even that being said, it isn't so much big guns - none of the aircraft have anything huge on them, but they do have a good number of weapons.
These are just my thoughts - and I know people probably won't like them?
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Not in the least (i.e. your thoughts). I would say that I completely agree with you. If the Elysians were the first list out the gate, then how we design the aircraft would be a lot easier as we would be setting the precedent.
Unfortunately, that is not the case here. We are attempting to fit into an existing framework where, at least initially, aircraft had a smaller role, then a couple of lists were developed (e.g. Eldar/Tau) where aircraft had a larger role and coincidentally, their aircraft are "perceived" to be more powerful.
There is a general feeling by some (not myself, however) that aircraft and flak are starting to "take over" the general play of the game. I can't say that I share that belief, but I do understand where it is coming from. However, there are enough voices that express this opinion, that a review of the aircraft and their rules will be undertaken.
So where does this leave the Elysians? Well as I see it, there are a couple of paths to take:
1) Develop aircraft that though suitably costed, equate to other lists SHT and WE's, regardless of cost and effect. This approach would basically ignore what is happening around it.
2) Develop aircraft that fit within the original framework, so less effective than #1, also these aircraft will be cheaper, thus providing an opportunity to field more and gain the quality of quantity.
So, my current thinking is to take Option #2. I say this because I am fairly certain that if Option #1 is taken, then the Elysians will face an exercise sometime in the future where somebody else recommends changes to get to Option #2. Or worse yet, they will never advance past the "fan boy list" stage. I would aspire to greater things. ?
Now, the real question is if Option #2 is taken, then what does that look like? That's what I'd like us to pursue to see where the ceiling is, so that it can be pushed against.
Where I think we have some room to flex our muscles is in the area of "number of shots". We can add to these numbers by increasing the number of aircraft units in a formation, or add to the number of weapons on each aircraft, or some combination.
So, I took a minimalist approach to the Hellstrikes, figuring it would be easy to add one here and there, as well as do things to keep the units below the "Eldar" realm (i.e. AA4+).
@Tactica
1. "LONG" autocannon should be 45cm range - otherwise, elimate the 'long' from the name.
Is there such an animal as a "Long Autocannon" anywhere else in EA? If not, then I am inclined to drop the Long and give it the same stats as the standard ac.
2. Lightning Lascannons - 2 shots at 5+ is statistically better than 1 shot at 4+. Therefore, I would make the lascannons what they are, twin linked and single shot at 4+. You are then erroring on the side of caution.
Hmm...Ok, if we can't go the AA4+ route, and I really think that 1 x AA5+ isn't representative of lascannons in general, so where should we take it? At this point, I'm inclined to leave these as is and see where that takes us, but point taken.
Thoughts?
3. Maurader Assault cannon would be better served from model if you said Rear Arc (180) instead of FR (90).
Got it. Good catch!
OK, "if we can't go the AA4+" route....